/Engine/Plugins/Editor/SequencerAnimTools/Source/SequencerAnimTools/Public/SequencerAnimEditPivotTool.h
Pivot tool class
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class USequencerPivotTool : public [UMultiSelectionTool](API\Runtime\InteractiveToolsFramework\UMultiSelectionTool), public [IClickBehaviorTarget](API\Runtime\InteractiveToolsFramework\BaseBehaviors\IClickBehaviorTarget), public [IBaseSequencerAnimTool](API\Plugins\SequencerAnimTools\IBaseSequencerAnimTool)
TArray<FActorS...
ActorDrags
TArray<TWeakOb...
Actors
bool
bCtrlPressedWhenStarted
bool
bGizmoBeingDragged
bool
bInPivotMode
bool
bManipulatorMadeChange
bool
bPickingPivotLocation
bool
bShiftPressedWhenStarted
TObjectPtr<USi...
ClickBehavior
TArray<FContro...
ControlRigDrags
TArray<TWeakOb...
ControlRigs
UInteractiveGiz...
GizmoManager
FTransform
GizmoTransform
TArray<TShared...
InteractionScopes
ULevelSequence...
LevelSequence
Since we are selection based we can cache this
FDelegateHandle
OnEditorSelectionChangedHandle
TSharedPtr<SWi...
PivotWidget
TWeakPtr<ISequ...
SequencerPtr
FTransform
StartDragTransform
UWorld*
TargetWorld
int32
TransactionIndex
TObjectPtr<UCo...
TransformGizmo
TObjectPtr<UTr...
TransformProxy